Necro-knight (5e Creature)
Necro-knight[edit]
Medium humanoid (any race), any non-good alignment Armor Class 19 (plate)
Saving Throws Wis +5, Cha +6 Defense Fighting Style. While the knight is wearing armor, it gains a +1 bonus to its AC (included in AC). Magic Weapons. The knight's weapon attacks are magical. Spellcasting. The knight is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The knight knows the following paladin spells: 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite Turn Resistance Aura. Undead creatures of the knight's choice within 60 feet of it have advantage on saving throws against features that turn undead. ACTIONSMultiattack. The knight makes two attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. BONUS ACTIONSMarshal Undead. The knight targets one undead creature that it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's verbal or telepathic commands until the knight dies or uses its Release Undead feature. The knight can command a number of undead with a combined Challenge Rating of 3 (a creature with a CR of 0 is considered to have a CR of 1/8). Release Undead. The knight frees from its command any number of creatures affected by the knight's Marshal Undead feature.
|
A necro-knight is a warrior who has harnessed necromantic magic to command squads of undead soldiers in battle. Most necro-knights serve an undead or fiendish master, either directly or indirectly, while others live solitary lives as bounty hunters or brigands. Necro-knights are almost never encountered alone; they are typically accompanied by their undead minions and their mount summoned via find steed. |
Back to Main Page → 5e Homebrew → Creatures